[Shader 着色器]边缘高光
来源:互联网 发布:京东商城首页淘宝 编辑:程序博客网 时间:2024/04/19 18:47
图片:未命名.jpg
图片:QQ截图20120830125443.png
先上图,等会再将研究心得发布,如果想一起研究我有源代码,要的回复
附上shader代码:
Shader "Toon/Basic Outline" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,1,0,1)
_Outline ("Outline width", Range (0.005, 0.01)) = .001
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
Tags { "RenderType"="Opaque" }
UsePass "Toon/Basic/BASE"
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR { return i.color; }
ENDCG
}
}
SubShader {
Tags { "RenderType"="Opaque" }
UsePass "Toon/Basic/BASE"
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers shaderonly
ENDCG
SetTexture [_MainTex] { combine primary }
}
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
Fallback "Diffuse"
}
- [Shader 着色器]边缘高光
- Unity Shader 表面着色器边缘光(Rim Lighting)一
- Unity Shader 表面着色器边缘光(Rim Lighting)二
- Shader 边缘发光、变灰、高亮着色器
- Shader 边缘发光、变灰、高亮着色器
- shader 边缘泛光
- 【shader】边缘自定角度高光,描边,闪烁
- shader 边缘泛光2
- 边缘高光实现
- 顶点高光.Shader
- 片段高光.Shader
- U3D实现边缘高光
- Unity Shader Example 21 (Highlighting 边缘光)
- Unity Shader-边缘光(RimLight)效果
- Unity Shader-边缘光(RimLight)效果
- Material.shader 着色器
- Unity3D着色器Shader
- shader着色器
- 杂谈网站推广排名与关键词之间的关系
- python scrapy简介
- 网站的点击率是百度判断一个网站质量的主要依据
- 配置SVN
- 分析seo,外链也得占一席之地
- [Shader 着色器]边缘高光
- busybox介绍
- 2013-07-19确定每个Sprint BackLog
- mysql笔记集锦
- Eclipse下UML插件及安装
- HDU-2045
- 杂谈网站交互性和网站排名之间的关系
- 关于This Handler class should be static or leaks might occur
- 浅谈网站关键词和排名点击之间的关系